We'll go through Spg2\Models\Ships\Praetorian\praetorian.shp, ship file for the Praetorian that holds all its parameters.
*.shp files can be edited with Notepad++.

SHIP MODEL

Name

Path to the ship's assembly (*.asb) file

ModelBanner

Banner model ID from Base\Banners.wdt

ModelName

Name model ID from ship's *.asb file

ModelDecals

Decals model ID from ship's *.asb file

ColorName

Name color (R|G|B|A [0.0, 1.0]

FontName

Name font ID used in-game

ColorDecals

Decals color (R|G|B|A [0.0, 1.0]

PaintTint

Ship model tinting color (R|G|B|A [0.0, 1.0]

Glossiness

Ship model glossiness parameter

Reflection

Ship model reflection parameter

SHIPBASE

Name

Chassis name

Class

class ID as seen in the ShipClass.wdt

Manufacturer

faction ID as seen in the Faction.wdt

Value

ship purchase price. Selling price depends on numerous factors, one of which is this Value

Speed

DEPRECATED. Set further down the file

Maneuver

default maneuverability factor (it can, but should NOT be set lower than 1.00)

Hull

ship's hitpoints

Cargo

cargo hold size

Crew

maximum number of troopers

Hangar

set either to 0(false) or 1(true). Hangar parameters are located further down the file

Cloak

set either to 0(false) or 1(true). Cloak field parameters are located further down the file

Descript

DEPRECATED

Soak

default soak percentage (1.00 = 100%)

Mass

DEPRECATED

AngularDamping

DEPRECATED

SHIP EFFECT POINTS

This block is quite simple. It is a list of points set on the ship mesh. The points are used to spawn various particle effects.
The first portion No: is the number of points, and then below it are listed all the points with 3 coordinates X | Y | Z.

SHIP TRAILS

Particles

Number of particles affected by in-game speed. Counting starts from first particle (*.par) in the ship's assembly file (*.asb)

TrailModelsStart

This is the first model in the assembly (*.asb) file that will stretch depending on in-game speed. Counting starts from 0!

TrailModels

Set the number of thruster model sets (engine inner and engine outer) that will stretch depending on in-game speed. Thruster models should be placed in succession in the *.asb file.

TrailSizeMin

Minimum scale of the thruster models. Models are scaled to this size when speed is 0. (1.00 = 100% of the model's real Z axis size)

TrailSizeMax

Maximum scale of the thruster models. Models are scaled to this size when speed is maximum. (1.00 = 100% of the model's real Z axis size)

Trail

Place additional trails as special added effects. This portion uses *.tra files

PTEParticleEmitter

Size - Size ID. PTE particle VFX comes in several sizes. Check Spg2\SpecialEffect\PTE !Position - Particle VFX position. Main particle visible while PTE is active.PositionCharge - Position of the "charging" particle VFX. Usually an offset along the Z-axis from Position.

SHIP WEAPONS

WeaponsPower

Battery energy. This parameter is the same for all batteries.

WeaponsPowerRefill

Battery energy recharge

WeaponsPowerDownTime

Cooldown before weapon battery starts recharging after spending it completely

WeaponBattery

Each ship can have up to 4 light weapon batteries and those are: Left | Right | Front |Rear.
Their sequence in the *.shp file is THE SAME. Add turrets to each battery, by adding TurretSlot and its set of parameters.
If a ship doesn't have a battery, leave it empty! (WeaponBattery: {})

ShipHeavyWeapons

Each ship can have up to 4 heavy weapon batteries and those are: Left |Right | Front |Rear.
Their sequence in the *.shp file is THE SAME. Each heavy weapon batter can have only ONE launcher with its set of parameters.
If a ship doesn't have a heavy battery, leave it empty! (HeavyWeaponBatter: {})

POWER CORE

Hp

System's hitpoints. When it drops to 0, the system goes offline until repaired.

Firewall

System's resistance to hacking.

Power

Power used by skills.

EnergyRecharge

Rate at which power is gained.

Feedback

If hacking is attempted, power core can have the ability to send a powerful feedback to the hacker ship and damage it.

PROPULSION

Hp

System's hitpoints. When it drops to 0, the system goes offline until repaired.

Firewall

System's resistance to hacking.

Speed

Default maximum speed

Acceleration

Default maximum acceleration factor. Standard is 1.00 and should not be changed much.

PowerToEngines

Power to Engines activation time.

SENSORS

Hp

System's hitpoints. When it drops to 0, the system goes offline until repaired.

Firewall

System's resistance to hacking.

SensorRadius

Mid-value is 2500. Should NOT exceed 4000!

Detection

Chance to detect cloaked objects. (1.00 = 100%)

GRAPPLER

Hp

System's hitpoints. When it drops to 0, the system goes offline until repaired.

Firewall

System's resistance to hacking.

GrapplerRange

Mid value is 500. Should not exceed 1000!

Overload

Grappler can have a chance to inflict shield damage to grappled object. (1.00 = 100%)

TRANSPORTER

Hp

System's hitpoints. When it drops to 0, the system goes offline until repaired.

Firewall

System's resistance to hacking.

TransportRange

Mid-value is 500. Should NOT exceed 1000!

Capacity

Number of troopers the ship can transport at once.

Deflection

Chance to deflect incoming transport.

HANGAR

Only works if Hangar is set to 1 in the ShipBase section!

Hp

System's hitpoints. When it drops to 0, the system goes offline until repaired.

Firewall

System's resistance to hacking.

PreLaunch

Time needed for squadron to rearm and repair before going back out.

Fuel

Time available for squadrons to fly before returning to hangar.

CLOAK

Only works if Cloak is set to 1 in the ShipBase section!

Hp

System's hitpoints. When it drops to 0, the system goes offline until repaired.

Firewall

System's resistance to hacking.

CloakStrength

Resistance to cloak detection. (1.00 = 100%)

CloakStability

Cloak field can have a chance to remain active even when firing. (1.00 = 100%)

SHIP SHIELDS

Hp

System's hitpoints. When it drops to 0, the system goes offline until repaired.